// Copyright (c) 2011, Fjölnir Ásgeirsson
//
// Permission to use, copy, modify, and/or distribute this software for any
// purpose with or without fee is hereby granted, provided that the above
// copyright notice and this permission notice appear in all copies.
//
// THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
// WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
// MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
// ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
// WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
// ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
// OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.

#include "GLMath.h"

const vec2_t GLMVec2_zero = { 0.0, 0.0 };
const vec3_t GLMVec3_zero = { 0.0, 0.0, 0.0 };
const vec4_t GLMVec4_zero = { 0.0, 0.0, 0.0, 0.0 };

const mat3_t GLMMat3_identity = { 1.0, 0.0, 0.0,
                                0.0, 1.0, 0.0,
                                0.0, 0.0, 1.0 };

const mat3_t GLMMat3_zero = { 0.0, 0.0, 0.0,
                            0.0, 0.0, 0.0,
                            0.0, 0.0, 0.0 };

const mat4_t GLMMat4_identity = { 1.0, 0.0, 0.0, 0.0,
                                0.0, 1.0, 0.0, 0.0,
                                0.0, 0.0, 1.0, 0.0,
                                0.0, 0.0, 0.0, 1.0 };

const mat4_t GLMMat4_zero = { 0.0, 0.0, 0.0, 0.0,
                            0.0, 0.0, 0.0, 0.0,
                            0.0, 0.0, 0.0, 0.0,
                            0.0, 0.0, 0.0, 0.0 };
